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netravelr

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A member registered May 12, 2016 · View creator page →

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Thanks so much for playing and for the thoughtful notes! The ground-sticking while charging is a good note. I’ll look at adding cleaner slide/knockback recovery after floor impacts.

The broom/upgrades are meant to be in the between-run shop after finishing a run but if you couldn’t find it, that’s on my UI/tutorial flow. 

Also really appreciate the kind words about the models and devlog. I’m still learning a lot with AI-assisted 3D too, and this jam was a fun way to figure out what works and what still needs hand-tuning. Good luck with your own project!

Thanks for trying the game out! I agree with the main concerns. The controls have gone through many revisions but none have felt 100% there. We do have controller support in case you want to try! 

You're right the controlling has been the hardest thing to get right. I've made another build with a different way of controlling. Hopefully it works better?

Okay, I tried to make a fix. Hope it works for you!

I don't see anything. Can you send me a screenshot or share with me on Discord? 

I've tried to make a new push to fix the controls, if you have a chance, please let me know if it works on your end

Thanks for the feedback! I tried to implement a forward-only movement system, let me know what you think!

Nice stuff! It would be great to support both landscape and portrait by rotating the gameplay as I don't think much would need to be tweaked aside from the menus. When multiple targets get hit at once the sounds work well but I think having some kind of combo or something would be awesome. I really wanted to be able to move for some reason but I understand why it wasn't included. Good work!

Cool style and fun gameplay! Currently I think there's a too much extra text on the screen. I'd suggest moving the health/ammo UI to the top left, squadmates to bottom left and removing the combat log. Also letting people know to craft ammo when it's empty may be a good idea as well. Good work!

Cute art style! Smart to disconnect the arms and body. The charge collectable looked a bit like money to me; to really sell it I think making it lighting or maybe smaller batteries could help? I wasn't able to get around the shield enemy; but maybe that's a skill issue. I also had some slowdown when there were many enemies on the screen, but overall good work!

Nice music and cool spritework. The screen was a bit large on my screen so I wasn't able to see all of the text and Ctrl++ and Ctrl+Scrollwheel seemed to be disabled so I wasn't able to scale on my end but what I was able to see was cool. 

Dig the vibe and the graphics style! There seemed to be some collision issues with my player being able to walk through the chairs and I did feel a bit aimless; but that may be the point with a backrooms game. Would love to see what you'd do with it going forward :-)  

Fun little game! In some ways I think it'd be nice to have a warning of some kind when one of the enemies were going to appear as right now my main times dying was when I charged to an edge to hit an enemy and then another one spawned right beside before I was able to move away. That being said I had a good time and would play again. Good work!

Really cool visual style, agreed that it gave me Portal vibes. I think having an option for no residual loss may be a good idea in case someone just wants to see the story and/or to learn the mechanics. 

I never quite understood why my reflection was backwards or if it was a ghost or something, a lot of text read as AI speak with lots of repetitiveness and added fluff. 

You may also consider adding the option to withdraw power from the powered up object itself instead of having to go back to the main area. Great work!

Nice spritework for the backgrounds and I'm glad you added a How To Play since may people may not know the rules. I think it'd be nice for the pieces to get to the same spot before the are moved back as you are "taking" a piece to really help sell that mechanic. I also think you have a ring around where you'd go some times but not always, I think you could highlight the whole square of where you'd move if you pick that piece and then you'd click to confirm. I'm also really happy you kept the sticks and the other historical elements from a game history perspective. Good work!

Thanks for sharing your project. Glad you have a How To Play screen but right now it's a wall of text, having some images, using bold text, headings, etc. would really help make it easier to parse.

I really appreciate the effects you have on the screen to really add some polish during gameplay. Having some additional movement on the title screen I think could really help as well.

It took me awhile to figure out to use charge while jumping over to get more distance but once I did I was able to get farther. I may consider moving the health bars to the top left and maybe add some additional feedback there to show you lost health.

Good work!

Thank you so much for the feedback! 

Yeah, I believe the itch.io page says it’s not intended for mobile. I added in on-screen controls this time as I wanted it to work, but since it didn’t start on my iPhone on Safari I didn’t push for it this time. 

You did a great job capturing the feel of driving a toy car, and the sandbox-style environment was fun to explore. The taxi gameplay was also a nice addition, as it helped guide players toward different areas of the map. 

One thing that was a bit disappointing was choosing a car from the menu and then not seeing that choice reflected during gameplay. I’d either remove the car-selection menu for now or update the in-game models so they more closely match the cars shown in the menu. Right now, the difference between the menu artwork, banner, and the in-game visuals makes the overall art style feel a little inconsistent. 

Love the concept. Apps were confusing, perhaps you start off with none and then introduce them as the levels go on with reasons to use them? I wonder if having the phone off without seeing it and switching between seeing helpful info and having it off to slow the loss could be an interesting mechanic. Having a prompt show up when you get to a charge point to say what to press would be nice as my first time playing I got to a point and then lost when a cat stole it. Nice start!

I was able to get the project to load when I visited your listed https://echo-harvest-arcade.arevalodany16.chatgpt.site/ but the submission on itch.io isn't showing up. Playing it though I think there's a lot of cool things. I don't know if it's just the visuals but I felt like the trails could be doing something  like they'd hurt me ala Tron or maybe they'd give me a speed boost or something. Right now there didn't seem to be any interactions with the other fireflies. The ending is also quite abrupt, maybe fading out or changing the colors to show that dawn is there could help.

You've done a great job with the audio and effects. I often say a simple mechanic polished is a better scope for a jam game than a  game that has a ton of half-complete things and I think this proves it. The unlocked coils seem to make the game harder to play so I didn't quite see a reason why I'd want to use it. Maybe I score more or there's a higher difficulty bonus? Also switching from the large to smaller is a bit jarring, maybe a tween or something to give players a chance to recognize it? Either way, great work!

I think there's a lot of cool things here but I think the tutorial needs to be a bit more hand-holdy and lock away things until they're being used. I moved my unit to the road the next step needed to do something and got into a soft-lock state. I was able to move between phases but the tutorial still stayed on the screen. Some of the art also seems to have a conflicting artstyle. Looking forward to seeing if you continue on it!

Nice style for sure! Would maybe replace the moving train in the background as the style is mismatched. The first room was by far harder than the other ones in the first area on my end, only having one tile to hit exactly is a bit rough to start. Having some light animation between switching animation states could also help sell the player's movement even more; but I do like being able to plan the route and effectively choose your difficulty. Good work!

Nice work in creating a cool vibe. Love the knit art. Some of the scaling seemed a bit off. I wonder if you could use a shader to add the knit effect to keep it the same size no matter what you scale the objects to? I wasn't expecting the FPS gameplay but being able to lock on and shoot was fun. I would suggest adding in a toggle for camera inversion as I kept moving the mouse up when I wanted to go down and vice versa. Looking forward to seeing if you do anything else with it!

Great work! Really great job of setting a vibe and the reuse of elements in cool ways. I would suggest having the lawn mower slow down when its moving grass compared to areas that are covered and maybe having some particle effects and/or additional feedback when using the tools. I never quite got what the bucket was for, tried to put the rocks in and they seemed to just be placed on top. Looking forward to seeing if you continue it.

Thanks for checking it out, and I’m glad you had fun with it!

The progression is roguelike-ish: each run sends you into procedurally generated caves with branching routes, and between runs you can visit the shop to improve your broom, hat, and permanent upgrades.

The caves keep getting harder the deeper you go, so it has an endless-runner structure too. Eventually the cave will get you, but the goal is to push farther down each time and build out your kit along the way.

Great job getting something in before the deadline! Controls worked well and feedback on hitting the zombie was nice. I’m not sure the music fit the vibe the rest of the game was giving; but that may be a personal taste thing. You may want to force a landscape aspect ratio as well; playing on my phone looked a bit strange; but again great that it worked on phone at all. Keep at it!

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Loved the art style! When playing on iOS the sound didn’t work; but I did watch the commented out video to see what it sounds like and it worked out well. The text also covered the logo at the beginning but maybe it was just my aspect ratio. Very cool at giving a vibe and I think point and click fans will enjoy it. :-)

Thanks for sharing your project! I agree with Atlas that the trajectory was hard to see; I didn't notice it until my last order of the day. I also wasn't entirely sure where I was aiming for to start with. Perhaps a guided tutorial for the first round would be a good idea? Also really impressed you were able to translate the game to both Japanese and English.  Any suggestions for the best way to do translation of game text with AI help?

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Thanks for sharing the game, it was fun! Right now there are some screens that seem too much like a wall of text; but the amount of content in the short time is great. I'd suggest being able to skip/shorten the time for the opponent intro text if you press space/skip or something as I stood waiting for awhile after I finished reading before I could actually get into the game. Great work!

Thanks so much for playing and for the thoughtful feedback. I agree that the flight needed to feel more effortless, so I’ve made a handling pass based on your comment.  Hope you'll give it another try and let me know if you have any other feedback!

If you can get me your computer info I'd be happy to look into it and see if I can try to optimize a bit more. Hope it was still playable at least!

Nice work! I love the idea of using a video to establish theme and give background. If you go back later I may suggest having multiple shorter videos between sections giving out info when relevant rather than front loading it all at the start. 

I love the little sprites for the characters! Being able to click and drag the tiles rather than selecting them one at a time may be a nice improvement. The gacha also seemed to override the character I had before and I wasn't able to switch back. Would also be nice to have a different effect for larger groupings. I'm also not quite sure if using stars as an icon and the way to continue is intentional or not as I was able to gain stars by matching anything. Thanks for sharing!

It works now! Thanks for looking into it, the gameplay is much funner now. If you have time to revisit I think it would be cool to add a little particle effect or something when the items randomly spawn into the world, right now it's very jarring to see something just appear. Alternatively, only spawn the new items out of the player's view. I think it'd also be nice to have tooltips explain what the items we are building are rather than just the name of the item. That being said, I had a lot of fun playing the game so great work!